Icewind Dale with Basically Experts

JustKneller

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925
@O_Bruce's recent thread has me inspired to give IWD another go. But, I'm not going to steal your thunder, O_Bruce. I am playing classic, not enhanced, and I have a very different concept in mind.

IWD is my favorite IE game, especially with regards to its fidelity to the source system. Unlike other IE games (which aren't chopped liver by any means), this one feels the most like I'm playing classic AD&D. I have been fortunate enough to find a new tabletop group recently and it has been going well. We are doing the Moldvay/Cook/Marsh version of Basic/Expert (B/X) D&D (which was eventually retrocloned as Old School Essentials) and are having a great time. My character is a low intelligence halfling who is making some dumb moves that have been miraculously working out quite well. Clearly, I bought the right set of dice for this game.

I thought I would see how the Basic/Expert model fares in Icewind Dale. I'm sure it will be fine. The game is a cakewalk with an optimized party and a fun adventure with a challenge party.

In any event, the rules are as follows.

Character attributes are rolled 3d6 down the line. Characters can be deemed hopeless (and scrapped) if all attributes are below average or if two or more attributes are really low (6 or below).

Attribute points can be moved around on a 2 for 1 basis, but with the following limitations. Strength may be lowered by magic-users to raise intelligence, by clerics to raise Wisdom, and by thieves to raise Dexterity. Intelligence may be lowered by fighters, dwarves, halflings, clerics, and thieves to raise the prime requisite of their class. Wisdom may be lowered by everyone but clerics to raise the prime requisite for their class. Dexterity can't be lowered, but it can be raised if it is a prime requisite. Constitution or Charisma may not be raised or lowered. No score can be lowered below 9 with adjustments.

There are seven classes in B/X D&D. The fighter, cleric, magic-user, thief, dwarf, elf, and halfling. Yeah, being a different race is its own class in B/X. There's a rationale for it that I won't bother to get into, but this basically translates into AD&D as a dwarf fighter, halfling fighter, and elf fighter/mage. It probably goes without saying, but the four core classes are human only.

Since the IWD roller boost scores up to the needed minimums, I'll be rolling my characters the old fashioned way, using the dice that have served me well in my current tabletop game. 3d6 down the line gets me:
A​
B​
C​
D​
E​
F​
Str​
10​
13​
10​
7​
15​
8​
Dex​
9​
9​
7​
14​
13​
14​
Con​
6​
7​
15​
9​
11​
14​
Int​
13​
8​
13​
10​
11​
13​
Wis​
14​
14​
7​
15​
12​
12​
Cha​
15​
13​
14​
13​
9​
9​
Total​
67​
64​
66​
68​
71​
70​


Yikes! I guess the dice only work with actual tabletop, not video games. Actually, I can't complain. They are all above average (63-point) characters. I only had to scrap one that rolled two scores below six. A lot of decent scores were wasted on Charisma, though.

A, B, and C are not set up to be good front-liners with their poor to middling physical attributes. But D and F have pretty bad Str for the front line, too. For F, I can pull points from Int and Wis to bump Str to average to make a serviceable dwarf or halfling (with +3 shorty saves). E would make another good fighter, especially if I pull from Int and Wis to get Str to 17. The decent Con makes another good halfling option, though the Con is just a little too low to be a dwarf. I need a Dex of 12 to make a respectable thief, but the thief is also my least important character (at least, for attribute scores). From A-D, I want to pull a Cleric and an Elf. A single class mage out-levels the spell availability so the multi would be more practical. I think A is my Elf, which I would make a back-line archer. The Dex isn't great, but there's also no penalties there. B or D are my clerics, possibly both. B can actually make a good caster cleric. I can drop Str for Wis and the Dex/Con are just high enough to avoid penalties. That leaves C and D. A thief and a wild card. I can make C my thief if I drop Int to get my Dex to 9. D is a thief right out of the gates, and I can drop Wis for even better Dex. I want to get a third front-liner out of this for balance, though, and preferably another cleric. However, both have unimpressive Dex and neither can use any kind of plate with their Str scores. But, B can get to plate mail with Str 13, so actually I'll make D my caster cleric in the back line and B can be a passable front-ish line cleric off tank. I guess that makes C my thief.

So, now we have:
Elf​
Clr​
Thf​
Clr​
Hlf​
Dwf​
Str​
10​
13​
10​
7​
17​
11​
Dex​
9​
9​
9​
14​
13​
14​
Con​
6​
7​
15​
9​
11​
14​
Int​
15​
8​
9​
10​
9​
9​
Wis​
10​
14​
7​
15​
10​
10​
Cha​
15​
13​
14​
13​
9​
9​
Total​
67​
64​
66​
68​
71​
70​
Extra​
17​
16​
18​
10​
13​
13​


The Ext row is how many extra points I threw away when actually creating each character. Not gonna lie. The 16, 17, and 18 really hurt.

To be continued...
 

JustKneller

Habitué
Messages
925
We do need a little backstory here, more so than I would probably do for a tabletop game. We have six commoners suddenly turned adventurers in a small village with just the clothes on their back, some staves, but also a small fortune of gold between them. That needs some explaining.

Screenshot (1163).png

Six commoners from the Ten Towns acquainted somewhat recently by imprisonment and enslavement courtesy of the Black Raven Tribe. They now huddled around a table by the fireplace in the Winter's Cradle Tavern. Their current freedom comes from the grace of the Tribe of the Bear, who were hunting the Black Ravens for their own revenge. These barbarian saviors slew our soon-to-be heroes' captors and then pointed them to Easthaven with the Black Raven's spoils of banditry to help them rebuild their lives. Nine hundred gold, or one hundred and fifty gold apiece, is a tidy sum for any commoner. It would be tempting to put the past in the past and move forward to a new life with a small fortune. However, the Black Ravens left all six of them feeling a certain way. Can they return to the plebeian path knowing that they could be plucked from it again in the future? Nay. They have learned the hard way that this is a world that can roll on you, so one needs to be ready to roll back. By the grace of the Bear, our heroes' story begins and it is By the Grace of the Bear that they have decided to call their humble troupe.

Screenshot (1155).png

Aethelis (CG Elf Fighter/Mage, Str 10, Dex 9, Con 6, Int 15, Wis 10, Cha 15, Large Swords++, Bows++) was previously working as the Ten Towns' equivalent of a traveling salesman with a merchant company based in Bryn Shander. He spent little time in the town, though, as he was always on the move. While he trained with swords and bows should he ever find himself in trouble, he never had any until the attack from the Black Ravens. The experience changed him and left him feeling he was squandering his potential working as a merchant's shill. He simply couldn't go back to that. His starting spells are Friends and Charm Person, the most useful spells for a commoner merchant. Aethelis will ultimately only have access to level 7 spells. If I get really lucky, I might end up with an item to boost Int enough to get access to level 8 spells. However, the devs didn't put much effort into spells in classic after level 6 so no worries either way.

Screenshot (1156).png

Belisent (LG Human Cleric, Str 13, Dex 9, Con 7, Int 8, Wis 14, Cha 13, Maces+, Slings+) is a Helmite priestess assigned to guard her faith's humble shrine in Bryn Shander. She spent most of her days simply standing at the entrance with a polished and unused mace in hand. Though the Ten Towns were a rugged place in general, the shrine never saw any problems and the people generally appreciated having the extra divine support. After more days than she could remember, she finally caught an assignment to escort a wealthy merchant and his entourage to Mirabar. However, the travelers were ambushed along the Blackford Road as they crossed the Black Raven River. She was not the only one taken by the Black Ravens, though (perhaps through her faith alone) she was the only one that survived long enough to be freed by the Tribe of the Bear. She could return to Bryn Shander, but for what? To go back to standing around and doing nothing except dwell on her failure? No. She would redeem herself, or die trying.

Screenshot (1159).png

Cleo (CG Human Thief, Str 10, Dex 9, Con 15, Int 9, Wis 7, Cha 14, Clubs+, Bows+) came from a family of hunters in Hundelstone. However, the only thing Cleo had successfully hunted (well, more like trapped) were rock hares. She was generally considered to be one of the less competent hunters of their community and had often been the butt of many a jest (albeit good-natured). One day, while hunting alone, it was she who fell into a trap by the Black Ravens. Though she was now free, she couldn't return to Hundelstone to be the laughing stock yet again. She may not be the best at hunting game, but should she return with tales of greater exploits, she would show them all. Funny enough, a Human Thief with 9 Dex (basically the worst possible thief) starts with -10% Steath, -5% Find Traps, and 0% Pick Pockets and Open Locks. Ouch. I put her 30 starting points into Traps since that made the most sense for someone who hunt/trapped rabbits (which is more of a trapping/flushing them out of the brush thing than a stealth activity).

Screenshot (1160).png

Daelin (NG Human Cleric, Str 7, Dex 14, Con 9, Int 10, Wis 15, Cha 13, Clubs+, Slings+) was a cleric of Oghma residing in Candlekeep and had a passion for Reghed oral histories. Though the library was vast, tomes on oral histories were as sparse as one might imagine. Daelin took it upon himself to travel to the Ten Towns to make connections with the Reghed tribes in hopes of capturing their histories to text. Such a collection would be a fantastic addition to the great library as well as bring glory to Oghma. Unfortunately, the Black Ravens were the tribe he found first. Capture did not dissuade Daelin from his mission. Now free in Easthaven, the expedition to Kuldahar would get him closer to Reghed territory and back on track.

Screenshot (1158).png

Eldon (NG Halfling Fighter, Str 17, Dex 13, Con 11, Int 9, Wis 10, Cha 9, Flails++, Darts++) hails from Targos, or more accurately, hailed from Targos. During the day, he worked a farm on the outskirts, tending to and threshing winter rye. At night, he caroused through the taverns and had a talent for darts. Prior to his departure, he engaged in a friendly dart game for a friendly wager with what turned out to be a not so friendly merchant. Despite cheating, the merchant lost to Eldon and lost a tidy sum. Finding a loss to such a low person to be undignified, he sent his muscle to fleece the halfling upon his return home. Eldon saw the thugs outside his home before they saw him. The winnings in his purse were worth about as much as the possessions in his home. He took this as a good sign to start a new chapter in life and left Targos for Good Mead. They had better drink there anyway. He didn't get far before he ran into some Black Ravens, though. In Easthaven, the 150 gold that was his cut would be more than enough to live comfortably in Good Mead, at least for a while. However, maybe this adventure was truly the new chapter meant for him. There was only one way to find out.

Screenshot (1161).png

Fendak (LN Dwarf Fighter, Str 11, Dex 14, Con 14, Int 9, Wis 10, Cha 9, Hammers++, Axes++) is just Fendak, a dwarf from the Dwarven Valley with no holdings, no wealth, no status, no clan and no means to get any of these things. He was a common laborer, an extra hammer at the forge or an extra axe in the mountain forest, when either was needed. Fendak was not disliked, but commanded no respect either. Thulrek Battlehammer were one of the few that had disdain for Fendak. He was on the periphery of the Battlehammer clan in terms of status or importance. This only fueled his poor temperament, especially towards Fendak. One day, Fendak was working the forge while Thulrek was hurling insults. Distracted by the vitriol, Fendak's hammer slipped and launched a shard of molten iron into Thulrek's chest. Everyone knew the death was an accident, but even a terrible Battlehammer is a Battlehammer. Having nothing to offer as restitution, Fendak was exiled. He figured he could find work as a laborer in Bryn Shander, but never made it to his destination before being taken by the Black Ravens. Now, in Easthaven, the five other ex-captives around the table are probably the closest thing he has ever had to a clan. He decided to throw in with them. It was not like he had anything better to do, anyway.
 

BelgarathMTH

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Messages
176
It should be interesting to read how this goes.

Question: Are you going to use core spell-scribing rules? With your fighter-mage having 15 Intelligence, and the rarity of scrolls in IWD, there's a good chance to fail scribing attempts, which could make for a really weak or even near-useless spellbook with some empty spell slots at higher levels.

I can't remember what the spell-scribing rules were in basic D&D. I remember that in 1st edition AD&D there was still a rule where you actually needed to know a spell called "Write Magic" and memorize it with a spell slot before you could attempt to scribe a scroll into your spell book. My high school tabletop group never used the rule, and we used a house-ruled much more permissive arcane spell system, although I think it was because it was a game run by teenagers who didn't understand the mage spell system rules from the handbooks, and I was the only one in the group inclined to study all that and play a mage anyway.

Also, if this run works out, you'll be proving that power-gaming is completely unnecessary to beat an Infinity Engine game, and that you can run a role-play party with few stat bonuses and a lot of stat penalties and still succeed.
 

JustKneller

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Messages
925
Icewind Dale Screenshot 2026.07.09 - 21.59.01.24.png

By the Grace of the Bear, they needed outfitting. Despite Aethelis putting his most charming foot forward, the shopkeeper was quite ornery. Still, the elf was able to negotiate the prices down for the gear that they needed.

I think this is my first time playing a party with generally such low (or average) strength. I only have one character with higher than average strength (two if we are counting Belisent's 13). Just carrying basic outfitting leaves most of the team with little capacity for anything else.

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Cleo did not especially care for the shopkeeper's attitude. In her book, the time for people looking down on her has officially passed. She skulked away to rifle through his private shelves and found a few things that the party could use. For now, she held onto them and would find an appropriate time to share. She figured the Helmite, and maybe some of the others, might take issue with how she acquired these trinkets.

There are quite a few things worth stealing in this game, but for roleplay reasons (I play generally good parties), it is be quite rare that I actually indulge. This is one case were I always can find a way to make an exception. 😁

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Hrothgar, the de facto leader of Easthaven, wanted to speak with the troupe. They decided to first get their bearings first by meeting the people of the village. Eldon had picked up a bottle of wine for himself at the shop and shared it with one of the local fishermen. It was the least he could do to thank Jed for putting that pompous Calishite in his place.

I normally convince Jed to stop drinking, but this time around, nobody had the stats for it. No matter. The end result is basically the same (1200 xp).

Icewind Dale Screenshot 2026.07.10 - 07.31.36.43.png

Hrothgar sent Grace of Bears (they decided to shorten the name for ease) to track down a missing caravan. After carving through a small band of goblins and a few wolves, they found themselves at what would be their first dungeon. Their adversary? Orcs. None of them had ever seen an orc before, and now they would be squaring off against a band of them.

I was hoping for a better drop from the elite goblin on the way out of town. I got splint mail, which I didn't need at that point. The potion of healing or high quality morning star it could drop would have been better. Still, one of the many things I appreciate about this game over Baldur's Gate are the random drops. Just like in tabletop, you don't know what you're going to get.

Icewind Dale Screenshot 2026.07.10 - 07.37.56.56.png

They dispatched smaller bands of orcs with ease as they explored the cave. Such were the advantages of superior numbers. They had a much harder fight in a large chamber. The sides were more even and the orcs had more archers as well as a shaman. Eldon, with the help of his darts, insured the shaman could not hurl a single curse and then took on the charging Orcs. Belisent and Fendak worked the periphery focusing on the archers. The rest of the party backed up Eldon, as he was badly outnumbered. He took a few hits, but Cleo passed him the potion of healing she lifted from Pomab. In the chaos, nobody thought to ask her where it came from and that was fine by her. The Grace of Bears took a few lumps, but ultimately were victorious.

Based on what I've read of others playing IE games, a fighter with darts is a rare occurrence but extremely underrated. They are one handed, 3 apr, and with a fighter's THAC0/specialization, they are a total mage killer.

Icewind Dale Screenshot 2026.07.10 - 07.53.33.01.png

They eventually reached the den of the orcs' leader. Much to their surprise, it was not another orc, but an ogre that ran this band of monsters. Here, the Bears were outnumbered and outmatched. This would be a costly battle. The priests were able to put off the ogre with spells of Command, but this only bought them a little time. Eldon and Fendak held the line and focused on the rushing orcs. The rest of the team used bows and slings to take down the archers. By the time the ogre could enter the fray, the numbers were in their favor. Everyone focused on the ogre and was able to rough him up a bit before the ogre's morning star felled Fendak. This was not good. Eldon was already quite injured and, even with Belisent helping hold the line with her mace, it was likely another of their party would fall in this fight.

Poor Fendak. I figured either he or Eldon would eat dirt in this cave, though. At least he made it to the end and isn't going to lose a lot of xp.

Icewind Dale Screenshot 2026.07.10 - 07.54.45.34.png

The remaining Bears fell back to the larger chamber and the ogre gave chase. Still, they gained some much needed breathing room with their retreat. Belisent bestowed Helm's blessing on the party and they all prepared to make their last stand. Everyone pitched everything they could at the ogre as it charged. The air between hero and foe was a hailstorm of Eldon's darts, Belisent and Daelin's sling stones, and arrows from Aethelis and Cleo. The ogre fell before it could close the gap. The party was then able to mop up the remaining orcs. Afterward, they gathered their spoils, Fendak's gear, and Fendak himself before heading back to Easthaven.

Another disappointing drop. Nobody in the party has a lore greater than 10, but there was an enchanted dagger in a chest that I knew to be a fire dagger with a really low proc rate. Literally any other drop for this chest would have been better.

Icewind Dale Screenshot 2026.07.10 - 08.29.44.76.png

They raised Fendak at the temple. He took it better than expected. One would think that dying, especially for the first time, would give a new adventurer pause. But, after a quick spell of coughing and sputtering, he dusted himself off and was ready to get back on track. Most of the Bears were a little battered for the experience, along with Fendak. They decided to lick their wounds before reporting back to Hrothgar. They had two options for rooms at the Snowdrift Inn. There were the peasant rooms that most of them were used to, and then fancier merchant class rooms. Aethelis and Daelin were more accustomed to the merchant class level of comfort but frugal Eldon and Fendak were perfectly comfortable with the most basic of accommodations. Cleo figured that the price of an inn was no object, especially considering their current coffers, and wanted to live a little with the nicer rooms. Belisent personally preferred more humble lodgings. They were at an impasse, but Belisent ultimately relented. Her rationale was that everyone needed to be comfortable so the party could be in their finest form. They all agreed to the standard of merchant lodgings, but would not indulge in finer accommodations should any arise.

They took stock of their spoils during their rest. Aside from the gold in the orcs' purses, they found some gems and other trinkets worth selling. They found a magical dagger, but Aethelis did not yet have the means to discern its nature. They also found a few scrolls, including a couple that Cleo 'found in the cave' (but were actually from Pomab's). The elf hesitated over adding them to his spellbook. He didn't reveal this to the others, but the magic he had learned so far, he learned with the help of potions. Without that help, he was only a fair student of the arcane. Nevertheless, he took a chance with the Sleep spell. It would have been immensely helpful in the orcs' cave and was worth the risk. Fortunately, he was able to comprehend the arcane writings and add the spell to his arsenal.

With no more unfinished business in town, the Grace of Bears was ready to depart on Hrothgar's expedition. Little did they know, it would be a long time before they saw Easthaven again, and they would be quite different adventurers by then.

Inn levels do nothing in this game. But, even in the other games, the minor boost to natural healing was negligible. I guess it's just a roleplaying opportunity. I was fine with taking a chance (65%) on that Sleep spell. I figured it would help in the goblin valley, and if I tanked scribing it, I think Orrick sells another. At this point, everyone but Aethelis is level 2. Cleo's skill points were split between locks and traps and I will likely continue to do so until traps are maxed out. Stealth will come after both locks and traps hit 100, though I expect to depend on invisibility before stealth is viable. Besides, you can't search for traps effectively under stealth anyway. Eldon landed a great HP roll for level 2 and is up to 19. Fendek managed a respectable 15. Belisent landed in the middle with 12 and Daelin fell a little short at 11. I am more concerned about Belisent, though, as she is the one likely to end up in the front line at times.
 

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JustKneller

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925
Question: Are you going to use core spell-scribing rules?
Basically, yes. There were no scribing rules in B/X, but you (generally) couldn't scribe from scrolls. I've frequently heard about house rules to adjust this, though. For this game, despite the B/X concept, I think allowing for the scribe check adds to the risk and strategy. Generally speaking, I will be holding out for potions of genius, which will give Aethelis a 95% chance of success. If I lose a spell, I lose the spell, so it goes. Even a 1-in-20 chance to lose a precious spell is a little harrowing. There are very few other ways to increase Int further, though. I think the other options are to stack (limited) potions, get a cursed item that raises Int later in the game, and maybe one or two things from the expansion. Such is the life of a classic gamer! 😁

Also, if this run works out, you'll be proving that power-gaming is completely unnecessary to beat an Infinity Engine game, and that you can run a role-play party with few stat bonuses and a lot of stat penalties and still succeed.
I think it's going to be fine. I've played teams that were optimized in some way or another and have totally steamrolled this game to the point of boredom. Even some of my challenge runs turned out not to be a challenge. I think an 'average' party will still make it, but they are going to have a delightfully rough road getting there. That's what I really want, though. The harder wins feel the most earned.
 
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